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# Pokémon Test Drive Hello there! Welcome to the world of Pokémon! This world is inhabited by creatures called pokémon! ## Basic Rules You and your opponent are going to take turns in the fight. To decide who goes first you'll roll against your opponent, who ever gets the highest goes first. While it's not usually the case, for the sake of familiarity we are going to say that who ever goes first cannot attack or prepare to attack their opponent on their first turn. They can do their other actions, but more on that later. On your turn, you and your team have the following options, and they can be used in any order. - Move - Action - Bonus Action - Reaction ### Movement Your Pokémon has a speed that's listed in feet. You'll notice that the board is broken into squares or hexes, each of those represent 5 feet. Your Pokémon can have various speeds that are listed in feet and with walking, climbing, flying, burrowing, or swimming. These do like the seem. Walking is on land, swimming in water, etc. If a Pokémon can walk 10 feet that means they can move 2 squares or hexes per turn. ### Action This is the big one! You use your action, primarily, to attack your opponent, but there are other options. They are as follows: #### Attack There are a couple kinds of attacks: Melee, Range, Save, and Effect. Melee attacks mean your Pokémon is trying to hit something, where ranged means they are taking aim. For both attacks roll a D20, and add the "Attack Bonus" to the result. If that result is equal to or higher than the opponents defense (AC) then the attack hits, and you do whatever the "Hit" says. Ranged attacks are hard to hit when your opponent is up close, and so if you are within 5 feet of your opponent, you roll your attack at disadvantage. Save attacks mean your opponent has to try to dodge or resist the attack. They need to roll a D20 and add the bonus that the save asks for. If that result is equal to or higher than the "DC" of the move, then they save successfully. The effect of the move will tell you what happens on a save or fail. #### Attack cont. Effect attacks just happen. There is no roll to make! When you use an attack be sure to check off one PP used. You cannot use an attack if it is out of PP. #### Dodge You can command your Pokémon to dodge, this means that enemies have a hard time hitting you. You're ready for the opponent, and can dodge them much easier. #### Dash You can use an action to move again! If your Pokémon has a walking speed of 30 feet and has moved already, you can move another 30 feet as an action. #### Disengage This is what you do when you need to move away from your opponent safely. Normally, if you are in a square next to your opponent and then you move away, then they get an opportunity to attack you. You also get the same opportunity if they move away from you! So if you are really needing to get away, without that risk, use the Disengage action, and they won't be allowed to try to attack you. #### Prepare You may not be able to act right now. Let's say you're against a flying opponent, but you're on the ground. What do you do? Well you know they are going to have to come to you eventually, you can prepare to attack them. So long as you have your reaction you can say you want to do an action, when something else happens. If that something happens before your next turn, you can immediately perform your action! The important part is that preparing uses your Action and Reaction. ### Bonus Action Sometimes your Pokemon may have extra things they can do, or quicker attacks they can perform. This is separate from your regular action, and can be done separately. If you have a move that has a "Move Time" of 1 bonus action, you can do that AND any of your other actions! ### Reaction This one is trickier, these are done in reaction to an event. The most common use of this reaction is the Opportunity Attack #### Opportunity Attack If your opponent was next to you, and moves away without Disengaging first, you can try to attack them. The attack must have a "Move Time" of 1 action to do so. \pagebreakNum ## Other Mechanics ### Advantage/Disadvantage Sometimes you will see the terms advantage and disadvantage on an attack, save, or check. Advantage means you roll twice, and take the higher result. Disadvantage means you roll twice and take the lower result. ### Weakness/Resistance Your Pokémon has weakness and resistances listed. You'll also see that moves have a type, if a Pokémon is weak to the move type, they take double damage. If they are resistant, they take half damage. This halving and doubling happens at the very end of ### Concentration Some moves require your Pokémon needs to concentrate on keeping a move going. If concentration is lost, the move and effect ends. You can lose concentration in 3 ways: - Using another move that requires Concentration. You can’t concentrate on two moves at once. - Taking damage. Whenever you take damage while you are concentrating on a move, you must make a CON saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. - Being Incapacitated, Fainting, or Switching Pokemon. ## The Dice Dice are read as xdy+z: where x is the number of dice, y is the number of sides a die has, and z is a flat bonus to the result. For example, potions heal 2d4+2. So you would roll 2 D4's and add 2 to the result. 2d4+2 = (1~4) + (1~4) + 2 Let's say you roll a 1 and a 3, the result of those two dice is 4 and then you add 2 for a result of 6. \pagebreakNum # Status Effects ## Non-Volatile Statuses A Pokémon can only be affected by one non-volatile status at a time. If a Pokémon is already affected by a non-volatile status, it cannot be affected by another until cured of the original status. ### Poisoned: A poisoned creature has disadvantage on all ability checks and attack rolls, and takes an amount of damage equal to its proficiency bonus at the end of each of its turns until it faints or is cured of its poison. (Poison and Steel types are immune to this status condition) ### Frozen: A frozen creature is incapacitated and restrained. In combat, it can attempt to break free of the ice with a STR save at the end of each of its turns against a DC of 10 + the proficiency bonus of the creature that caused this status. Outside of combat, the frozen status lasts for one hour. (Ice types are immune to this status condition) ### Burned: A burned Pokémon rolls all damage rolls twice and takes the lower result (this bypasses and does not cancel out with things like Savage Attacker, Iron Fist, Weather, etc). In addition, the creature takes an amount of damage equal to its proficiency bonus at the beginning of each of its turns until it faints or is cured of its burns. (Fire types are immune to this status condition) ### Paralyzed: A paralyzed creature has disadvantage on any STR or DEX saving throws and moves at half speed. When a paralyzed Pokémon begins its turn, it must first roll a d4. On a result of 1, the Pokémon is incapacitated and restrained until the beginning of their next turn and must forfeit their remaining action and bonus action to their trainer. If a creature is paralyzed and confused/asleep, the paralysis roll comes first. If it fails, it does not roll to wake or be confused. (Electric types are immune to this status condition) \columnbreak ## Volatile Statuses A Pokémon can be affected with both a volatile and nonvolatile status. Unlike non-volatile statuses, volatile status immediately end outside of combat. ### Asleep: A creature that falls asleep is affected immediately and for the following three rounds of initiative. During this time, the creature is incapacitated and restrained, and rolls all saving throws with disadvantage. If a Pokémon is returned to its ball during this time, its round count is paused until released once again. A sleeping creature can roll a d20 when subject to a move AND at the end of each of its turns, ending the status immediately on a result of 11 or higher. ### Confused: A confused creature is affected immediately for the following 3 rounds of initiative. During this time, it loses its ability to take reactions and moves at half speed. When a Confused Pokémon attempts to use an action or bonus action on their turn, they must first roll a d20. On a result of 10 or lower, the Pokémon hurts itself for an amount of typeless damage equal to their proficiency modifier and forfeits their remaining action and bonus action to the trainer for the rest of the turn. On a roll of 16 or higher, the status ends immediately. ### Flinched: A flinched Pokémon has disadvantage on any attack roll, skill check, or saving throw it makes before the end of its next turn. If it activates a move that requires a saving throw during that time, the target has advantage on the roll. \pagebreakNum ## Conditions ### Blinded A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. ### Charmed A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects. The charmer has advantage on any ability check to interact socially with the creature. Deafened A deafened creature can’t hear and automatically fails any ability check that requires hearing. ### Frightened A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear. ### Grappled A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the Grappler is incapacitated (see the condition). The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by the Thunderwave spell. Incapacitated An incapacitated creature can’t take Actions or Reactions. ### Invisible An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage. \columnbreak ### Petrified A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity Saving Throws. The creature has Resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. ### Prone A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on Attack rolls. An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage. ### Restrained A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity Saving Throws. ### Stunned A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage. ### Unconscious An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings The creature drops whatever it’s holding and falls prone. The creature automatically fails Strength and Dexterity Saving Throws. Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. \pagebreakNum # Ace Trainer Jane Put some fun text here about this character!
\columnbreak ### Actions #### Use an Item You have 2 potions and one revive. [\_\_] Super Potion (Pokémon used on gains 3d6 + 6 HP) [\_\_] Revive (Pokémon used on is no longer fainted, and gains 2d4+2 HP) ### Bonus Action #### Encourage [\_\_][\_\_][\_\_][\_\_] You can encourage your Pokémon! You can give your active pokemon one d6 encouragement die. The pokemon can use the die on one ability check, Attack roll, or saving throw they make. The Pokémon can wait until after it rolls The D20 before deciding to use the Encouragement die. Once the Encouragement die is rolled, it is lost. A Pokémon can have only one Encouragement die at a time. You can use this ability 4 times a day. ### Reaction #### Quick Thinking! When your opponent scores a Critical Hit, you can use one use of Encouragement to reduce the incoming damage by the result of 2d6. \pagebreakNum # Jane's Gengar
##### Gengar #### HP: / 51 #### AC: 15 **Types:** Ghost / Poison **Weaknesses:** Ghost, Dark, Ground, Psychic **Resistances:** Bug, Grass, Fairy, Poison **Immunities:** Normal, Fighting **Speed:** Walking 30ft., Flying 50ft. **Saving throw bonuses** STR DEX CON INT WIS CHA 3 5 7 0 4 5
Shadow Punch
Melee / Ghost
PP:
Time
Action
Range
5 ft.
Hit Bonus
Auto Hit
Shadow Ball
Ranged / Ghost
PP:
Time
Action
Range
60 ft.
Hit Bonus
+8
Thunder Punch
Melee / Ghost
PP:
Time
Action
Range
5 ft.
Hit Bonus
+7
Hypnosis
Save / Psychic
PP:
Time
Action
Range
30 ft.
Move DC
WIS 15
\pagebreakNum # Jane's Kingdra
##### Kingdra #### HP: / 50 #### AC: 17 **Types:** Water / Dragon **Weaknesses:** Dragon, Fairy **Resistances:** Water, Steel, Fire **Immunities:** None **Speed:** Walking 10ft., Swimming 40ft. **Saving throw bonuses** STR DEX CON INT WIS CHA 4 8 2 -2 1 1
Bubble Beam
Ranged / Water
PP:
Time
Action
Range
80 ft. line
Hit Bonus
+8
Dragon Dance
Effect / Dragon
PP:
Time
Action
Duration
1 minute
Concentration
Yes
Double Team
Effect / Normal
PP:
Time
Bonus Action
Duration
1 minute
Concentration
Yes
Dragon Pulse
Ranged / Dragon
PP:
Time
Action
Range
50 ft.
Move Bonus
+8
\pagebreakNum # Ace Trainer John Guess what? More fun text to fill in!
\columnbreak ### Actions #### Use an Item You have 2 potions and one revive. [\_\_] Super Potion (Pokémon used on gains 3d6 + 6 HP) [\_\_] Revive (Pokémon used on is no longer fainted, and gains 2d4+2 HP) ### Bonus Action #### Encourage [\_\_][\_\_][\_\_][\_\_] You can encourage your Pokémon! You can give your active pokemon one d6 encouragement die. The pokemon can use the die on one ability check, Attack roll, or saving throw they make. The Pokémon can wait until after it rolls The D20 before deciding to use the Encouragement die. Once the Encouragement die is rolled, it is lost. A Pokémon can have only one Encouragement die at a time. You can use this ability 4 times a day. ### Reaction #### Quick Thinking! When your opponent scores a Critical Hit, you can use one use of Encouragement to reduce the incoming damage by the result of 2d6. \pagebreakNum # John's Empoleon
##### Empoleon #### HP: / 58 #### AC: 16 **Types:** Water / Steel **Weaknesses:** Electric, Ground, Fighting **Resistances:** Bug, Rock, Dragon, Water, Normal, Fairy, Flying, Psychic, Steel, Ice **Immunities:** Poison **Speed:** Walking 30ft., Swimming 30ft. **Saving throw bonuses** STR DEX CON INT WIS CHA 7 2 8 -2 2 0
Swagger
Save / Normal
PP:
Time
Action
Range
40 ft.
Move DC
WIS 14
Metal Claw
Melee / Steel
PP:
Time
Action
Range
5 ft.
Hit Bonus
+7
Aqua Jet
Melee / Water
PP:
Time
Bonus Action
Range
10 ft.
Hit Bonus
+6
Work Up
Effect / Normal
PP:
Time
Action
Duration
1 min.
Concentration
No
\pagebreakNum # John's Dragalge
##### Dragalge #### HP: / 55 #### AC: 17 **Types:** Poison / Dragon **Weaknesses:** Dragon, Ground, Psychic, Ice **Resistances:** Electric, Bug, Grass, Water, Fighting, Fire, Poison **Immunities:** None **Speed:** Swimming 30ft. **Saving throw bonuses** STR DEX CON INT WIS CHA 3 1 8 -2 1 0
Scald
Ranged / Water
PP:
Time
Action
Range
20 ft.
Hit Bonus
+7
Toxic
Save / Poison
PP:
Time
Action
Range
30 ft.
Move DC
CON 16
Twister
Ranged / Dragon
PP:
Time
Action
Range
80 ft.
Bonus / DC
+7
Venoshock
Ranged / Poison
PP:
Time
Action
Range
15 ft.
Hit Bonus
+8